The Brazilian Slaughter
Arcane
Talking about country preference... game really needs more national orgs out of the US and the 1st world.
if you're not succesful 99% of the times you're doing it wrong. only critical failure has to slow you because that's unavoidable, every other mission must be perfectly set up. this way quick learner and striver are even more useful. also you can have only 6 agents. the other two spots are for your moles.Suppose that 2/3 missions are successful
The game won't let me land at the alien base with my ships (I think because it is not undefended since it has 10 battlestations). Is it the deorbit/transfer command to the councilor?I've did a regular assault alien asset mission from space (had to bring 4 frigates with full marines in utility modules), then it turned out i have to land the councilor at that base and then the "i win" button became active. No need for bombardment.
Realism though.Talking about country preference... game really needs more national orgs out of the US and the 1st world.
I landed after all the defenses were destroyed by the assault space asset mission, used deorbit and landed an additional marine cruiser just in case but it wasn't nedded.The game won't let me land at the alien base with my ships (I think because it is not undefended since it has 10 battlestations). Is it the deorbit/transfer command to the councilor?I've did a regular assault alien asset mission from space (had to bring 4 frigates with full marines in utility modules), then it turned out i have to land the councilor at that base and then the "i win" button became active. No need for bombardment.
I have had 100% success on all my alien assault from space missions, but the main alien base is 0% so I assumed it was just hardcoded to be impossible.
Assault space asset mission? That was not available to me from orbit either. Unless you mean the one from marine modules, and not the councilor one.I landed after all the defenses were destroyed by the assault space asset mission, used deorbit and landed an additional marine cruiser just in case but it wasn't nedded.
+5 is correct I think. Damn, that's a lot of modules to get a good success rate though.It had like 130-150 or something difficulty. Success chance calculations are shown when you do it with a councillor like the usual missions. Each elite marine utility module adds +5 to success i think.
By habs you mean orbitals? I think you need to dock with them first, which means you have to destroy all defences and orbiting fleets first.how do you assault habs? i have no problem with bases, but when it's habs i have no idea.
Its possible to dock with them and assault only after the defenses are destroyed. Didn't try bringing a councillor but i don't think it would have changed anything.how do you assault habs? i have no problem with bases, but when it's habs i have no idea.
I think its called that, it was the first mission in the list looks kinda like a red gear. I used the one from councillor cause he adds command skill and +ops to success chance though maybe the one from the fleet would have worked too with additional ships.Assault space asset mission? That was not available to me from orbit either. Unless you mean the one from marine modules, and not the councilor one.I landed after all the defenses were destroyed by the assault space asset mission, used deorbit and landed an additional marine cruiser just in case but it wasn't nedded.
all you need to raze a base is 1. just 1. easiest way to clean space from alien bases is to build a single fast ship armed with nukes and send it to a base. sometimes the gigantic alien fleet nearby will intercept and annihilate you, but it'd had done the same even if you brought all your firepower ever produced by your factories. nukes always have priority over land defenses, except when you crit fail. even when shit hits the fan, you just lost a single tiny ship instead of a full fleet.I'm kinda feeling like building a dozen of them
Yeah, then I don't know. I noticed some habs in earth orbit being undockable for marine action, so might be a bug.i docked on plenty of defenseless habs, button still grayed out. that's why i'm asking.
First world can have best orgs, but contrary to what certain first worlders think, people outside the first world can actually have organizations that aren't criminal gangsRealism though.
I mean, there are various special ops orgs and so on from se-asia, south america, etc. But usually only one per country, whereas the US has like a dozen special ops orgs alone. And since there aren't so many, they don't appear often compared to first world orgs.First world can have best orgs, but contrary to what certain first worlders think, people outside the first world can actually have organizations that aren't criminal gangsRealism though.
And that's the problem, needs more org diversity.I mean, there are various special ops orgs and so on from se-asia, south america, etc. But usually only one per country, whereas the US has like a dozen special ops orgs alone. And since there aren't so many, they don't appear often compared to first world orgs.First world can have best orgs, but contrary to what certain first worlders think, people outside the first world can actually have organizations that aren't criminal gangsRealism though.
Other factions also cheat. I got random drops in faction reputation (or whatever it's called, pie chart on the nation dashboard) when I raised my total support over some limit.it turns out the aliens just cheat
Are you sure that's not just councilors running missions against you? The AI often starts its takeover attempts by trying to raise public opinion, and will also do it defensively if you raise yours too high in their nations. I did feel the ai was cheating a few times, but I never managed to confirm it as there were always benign explanations. And if it actually cheated I'd expect it to be more effective.Other factions also cheat. I got random drops in faction reputation (or whatever it's called, pie chart on the nation dashboard) when I raised my total support over some limit.it turns out the aliens just cheat
It wouldn't hurt, but honestly it's not even top 10 issue. I stopped managing my orgs completely like a decade or so into the game, and I'm glad I didn't need to pay more attention to them, because the councilor micro was already too much.And that's the problem, needs more org diversity.
Yes. It was a year or two into the game. I saw almost simultaneous drops in several nations in which I've pumped up reputation to hoard influence (or how is it called? the money you spend on orgs and agents). They were my core Russia (I've completely controlled it, as well as most its neighbours so that nobody could get neighbourhood bonus) and a bunch of African and Asian colonies.Are you sure that's not just councilors running missions against you?
Might have been a global event like scientist made a discovery or first space birth (had this one multiple times btw) or orbital cleanup or something which gives a public opinion boost around the world to a given faction. I've usualy had like 90% approval rating in the EU after i started investing in unity cause it seems that having a large number of regions decreases the base cohesion.Yes. It was a year or two into the game. I saw almost simultaneous drops in several nations in which I've pumped up reputation to hoard influence (or how is it called? the money you spend on orgs and agents). They were my core Russia (I've completely controlled it, as well as most its neighbours so that nobody could get neighbourhood bonus) and a bunch of African and Asian colonies.Are you sure that's not just councilors running missions against you?
For colonies I've aimed at two kinds of nations. Obscure, but comparatively populous nations, like Nigeria or Philippines, because I was interested in influence from pops, not in cash or science. And one point African minors for cash.
Both of them aren't really interesting for other factions, because in my experience they tend to focus on large and/or productive nations (EU, India, Brazil, etc.). This way I've milked my colonies in peace, without getting distracted for capture-recapture circlejerk that went in more attractive regions.
No attempts to capture these countries followed the reputation drops. So while it might be some AI fluke, I believe that it was some kind of balancing script to stop player from getting too much income.
Nah, it was the other factions. I know because I managed to completely eliminate all the other councillors in the game (temporarily, at least), and my countries sat happily at over 95% for me (some even 100%). The big support drop is because the more supporters you have in a country, the easier they are to sway by someone else. So if you control 80% and want to get to 90%, it can take 5 public campaigns easily. But if someone runs a campaign against you while you're at 90%, he'll get you down to 75% no problem. The AI is a cunt and often does this not because it has a solid plan to take over, but just because it can piss on your parade, especially if your relations with them are badYes. It was a year or two into the game. I saw almost simultaneous drops in several nations in which I've pumped up reputation to hoard influence (or how is it called? the money you spend on orgs and agents). They were my core Russia (I've completely controlled it, as well as most its neighbours so that nobody could get neighbourhood bonus) and a bunch of African and Asian colonies.
For colonies I've aimed at two kinds of nations. Obscure, but comparatively populous nations, like Nigeria or Philippines, because I was interested in influence from pops, not in cash or science. And one point African minors for cash.
Both of them aren't really interesting for other factions, because in my experience they tend to focus on large and/or productive nations (EU, India, Brazil, etc.). This way I've milked my colonies in peace, without getting distracted for capture-recapture circlejerk that went in more attractive regions.
No attempts to capture these countries followed the reputation drops. So while it might be some AI fluke, I believe that it was some kind of balancing script to stop player from getting too much income.
You forgot the most important part, which is some sort of a solution for the absolutely insufferable councillor micro after you've long since left the other faction in the dust. You can wreck them any time of the day, but you cannot ignore them, because if you do, they'll start stealing your control pointswhat this game needs
Australia cannot be melted, and is never big enough to have this effect.if you can melt two meganations together they're already too big for enemy agents to do anything to them.